129,088 Commits over 4,201 Days - 1.28cph!

Today
merge from naval_update/deep_sea
Today
Dont call kill on dead or destroyed players
Today
Better logs from deep sea commands
Today
Added component to show loaded ammo in dropped RPG
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
Today
Fixed client portal weather lerping
Today
Make sure to network the deep sea Open flag to clients
Today
Optim: UseOcclusionV2 - ServerOcclusion caches unoccluded connections - removed couple redundant if checks This allows us to completelly skip faster-but-still-slow ShouldNetworkTo that have internal hash lookups in SendNetworkPositions - hoping it'll speed it up 50% Tests: ran in and out of occlusion on Craggy. disconnected to validate sleeper, then killed sleeper and reconnected - all works
Today
Fixed the deep sea portal bounds not being initialized when spawned, causing them to never teleport players ffs
Today
Added a shader for rendering the movement of paintball pellets inside a hopper
Today
Raised height of weapons vendor due to legs clipping (supplies barge)
Today
merge from fc_shorevector_fixes
Today
painted ocean topology onto shared FC terrain and rebaked shore vectors
Today
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
Today
Fix anchor visual state on entering network range or loading in.
Today
merge from naval_update
Today
Added tropical4 to the deep sea islands
Today
merge from naval_update/island_scenes
Today
Fix anchor not anchoring
Today
Small boat crane (LODs and COL pending)
Today
Added tropical3 to the deep sea islands
Today
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Today
Fixed anchor culling when lowered.
Today
merge from naval_update
Yesterday
rebaked FC 1/2/3 so the data isn't infinity
Yesterday
merge from naval_update
Yesterday
Reverted landmark info component added to floating city, we won't use that for the map markers S2P floating city 1 2 3
Yesterday
Dont compare raw positions for state dirty
Yesterday
support minimum enforced shore distance on baked data to handle FC better
Yesterday
Fix rear turret being on the wrong camera mode
Yesterday
ClientIOLine slackLevels and originalPositions actually need to be serialised, moved them out of #if CLIENT
Yesterday
merge from naval_update
Yesterday
- Clean up texture streaming jobs - Fix wrong camera position in Streaming_FallbackSquaredDistanceJob - Add various debugging ConVars - Add "Indirect Instancing" UI Indicator
Yesterday
merge from naval_update
Yesterday
Fixed CLIENT SERVER serialized fields mismatch in - DeepSeaManager - SteeringWheel - ClientIOLine (was causing all monument prefabs to reimport) - PaintingFavouriteColorButton - PaintingFavouriteColours - RendererBatch
Yesterday
Force front turret to go into a neutral position when reloading (ugly right now)
Yesterday
Merge: from analytics_save - Adds a "save" event tracking when server creates a save Tests: triggered save in editor with logging
Yesterday
Update: add analytics save event Tests: ran an explicit save in editor
Yesterday
Chainsword engine now always starts, matches base chainsaw
Yesterday
New medical syringe anim set - first pass
Yesterday
Roll back recent inEyesView changes, not reliable enough
Yesterday
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
Yesterday
Yesterday
Check for boat auth before entering edit mode
Yesterday
Fix npcs failing to land a shot when only the player head is sticking out, because of their distaste for landing head shots
Yesterday
Yesterday
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
Yesterday
Commit progress - Setup bonus objective for underwater labs mission - Add persistent mission entities to MissionInstance, for tracking entities which exist outside of the mission and are not spawned as part of the mission. Entity info added alongside spawned mission entities in mission protobuf data - Small improvements for Divemaster and Hunter conversation dialogue - Fix NRE when opening dialogue graphs which contain speech nodes with several fail conditions - Small improvement for displaying mission list node - Add attribute and property drawer for ConversationData to display button to open graph view where a ConversationData asset is displayed in the inspector - Improved BaseMission editor inspector for objectives - String optimisation for MissionsHUDToDo - Conversation panel size no longer appears to quickly change after pressing a response and then waiting for server response
Yesterday
fixed WaterSystem NRE
Yesterday
Merge from boat_building